Options:

Deferred Rendering

    This article covers implementing a deferred renderer in XNA Game Studio 2.0. This was originally posted on Ziggyware, and can still be found here.

    The tutorial is divided in the following chapters:

15 Comments so far »

  1. by Catalin Zima - XNA and HLSL blog » MVP going to Seattle :), on 04.02.08 @ 4:20 pm

    [...] wrote a number of articles, tutorials and samples, including: Deferred Rendering, Vertex Textures, Pie Menu component, Fog of War, and [...]

  2. by Garry Williams, on 11.23.08 @ 8:33 pm

    [...] Implementing a deferred renderer in XNA GS 2.0 help | terms of service | privacy | report a bug | flag as objectionable Hosted by Wikidot.com — get your free wiki now! Unless stated otherwise Content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License Click here to edit contents of this page. Click here to toggle editing of individual sections of the page (if possible). Watch headings for an “edit” link when available. Append content without editing the whole page source. Check out how this page has evolved in the past. If you want to discuss contents of this page – this is the easiest way to do it. View and manage file attachments for this page. A few useful tools to manage this Site. See pages that link to and include this page. Change the name (also URL address, possibly the category) of the page. View wiki source for this page without editing. View/set parent page (used for creating breadcrumbs and structured layout). Notify administrators if there is objectionable content in this page. Something does not work as expected? Find out what you can do. General Wikidot.com documentation and help section. Wikidot.com Terms of Service – what you can, what you should not etc. Wikidot.com Privacy Policy. _uacct = “UA-6345695-1″; urchinTracker(); _uff = false; _uacct = “UA-68540-5″; _udn=”wikidot.com”; urchinTracker(); [...]

  3. by Instanced Deferred Render « Sgt. Conker, on 11.27.09 @ 8:14 am

    [...] because what he's doing there definitely looks sweet, and there can never be too many samples about deferred rendering, or [...]

  4. by Hristianin, on 03.12.10 @ 4:20 am

    Почему нигде, было бы желание и все найдешь.

  5. by скачать jimm для iphone, on 03.18.10 @ 1:06 am

    Не пользуюсь

  6. by Mcomes, on 03.18.10 @ 7:55 pm

    неплохой ресурс подсказали, очень доволен. спс.

  7. by скачать jimm 0.7 2, on 03.18.10 @ 10:13 pm

    Смешные вы.

  8. by Bettech, on 03.19.10 @ 9:26 pm

    Отлично сделали блог, есть чему начинающим поучиться. Молодцы.

  9. by Hikoderip, on 03.20.10 @ 5:04 pm

    Отличный ресурс и тематика то что надо, буду пользоваться.

  10. by Freuts, on 05.02.10 @ 8:22 pm

    Add to favorites, I’ll use it.

  11. by londonhotelslocation, on 05.14.10 @ 10:32 pm

    yes. It’s really good post.

  12. by Rarega, on 05.19.10 @ 1:41 pm

    Support the author, all right.

  13. by NAM, on 06.21.10 @ 9:52 pm

    hi,
    before i begin, I can’t English well.

    I have tried to make my game using the defferred rendering which you wrote.

    and, i met the troble.
    when i try to make RenderTarget2D on full screen or windows mode.

    like this.

    renderTarget = new RenderTarget2D(
    Framework.Device,
    texWidth, texHeight, 1,
    SurfaceFormat.HalfVector4, MultiSampleType.FourSamples, 0, RenderTargetUsage.PlatformContents);

    but I just heard the error message “The active render target and depth stencil surface must have the same pixel size and multisampling type.”

    i know it is caused by ‘MultiSampleType.FourSamples’

    Can’t i use MultiSampleType??

  14. by Catalin Zima, on 06.21.10 @ 11:29 pm

    No, you can’t use Multisampling with Deferred rendering

  15. by NAM, on 06.23.10 @ 11:24 am

    Thank you~ ^^

Comment RSS · TrackBack URI

Leave a comment

Name: (Required)

eMail: (Required)

Website:

Comment: